ADRIAN EMPIRE IMPERIAL ESTATES WRIT #17 COMBAT MANUAL

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ADRIAN EMPIRE
IMPERIAL ESTATES WRIT #17
    COMBAT MANUAL

                          AS ADOPTED JULY 2002
                          UPDATED OCTOBER 2010
                             DECEMBER 2012
                             DECEMBER 2013

                 ©Copyright 1993-2012 The Adrian Empire, Inc.
 All rights reserved. Adria is a registered trade name of the Adrian Empire, Inc.
    Anyone is welcome to point out any error or omission that they may find.
      Imperial Minister of Joust and War: JoustAndWar@adrianempire.org
                      Empress: Empress@adrianempire.org
                      Emperor: Emperor@adrianempire.org
IEW #17 – Combat Manual                                                                                                                Page 2 of 34

                                TABLE OF CONTENTS
I.         GENERAL RULES AND REQUIREMENTS .....................................................6
     A. HEALTH .................................................................................................................................... 6
     B. INHERENT DANGERS ............................................................................................................ 6
     C. PROOF OF QUALIFICATION................................................................................................ 6
     D. MINIMUM AGES ..................................................................................................................... 6
     E. GENERAL RULES OF COMBAT ........................................................................................... 7
       1. Safety ...................................................................................................................................... 7
       2. Marshals Must Be Present ........................................................................................................ 7
       3. Entering the List Field ............................................................................................................. 7
       4. Lay-On .................................................................................................................................... 7
       5. Hold ........................................................................................................................................ 7
       6. Spectators Calling Blows ......................................................................................................... 7
       7. No Combatant May Ever. ........................................................................................................ 7
       8. Combatants on the Ground ....................................................................................................... 8
       9. Decisions of the Marshals ........................................................................................................ 8
       10. Force of blows ......................................................................................................................... 8
       11. Non-target areas....................................................................................................................... 9
       12. Acknowledgement of Blows .................................................................................................... 9
       13. Shield Use ............................................................................................................................... 9
       14. Fighting when “wounded” ....................................................................................................... 9
       15. Conduct of Combatants............................................................................................................ 9
     F. SINGLE-COMBAT LIST RULES ........................................................................................... 9
       1. Unsafe Weapons ...................................................................................................................... 9
       2. Shield use ................................................................................................................................ 9
       3. Knightly Combat ................................................................................................................... 10
       4. Calling Blows ........................................................................................................................ 10
       5. Backing into a boundary ........................................................................................................ 10
       6. Circling a legged opponent .................................................................................................... 10
     G. MELEE AND WAR COMBAT RULES ................................................................................ 11
       1. Death from behind ................................................................................................................. 11
       2. Rules of engagement .............................................................................................................. 11
       3. Combatants on the Ground ..................................................................................................... 11
       4. People allowed on the Field ................................................................................................... 11
       5. Marshals ................................................................................................................................ 11
       6. Archers .................................................................................................................................. 11
       7. Missile Weapons.................................................................................................................... 12
       8. Large Missiles ....................................................................................................................... 12

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  H. SCORING ................................................................................................................................ 12
    1. Types of Scoring Blows ......................................................................................................... 12
    2. Types of Kills ........................................................................................................................ 13
    3. Blocked Blows....................................................................................................................... 13
    4. Pommel Strikes ...................................................................................................................... 13
    5. Thrusting ............................................................................................................................... 13
    6. Pole Weapons ........................................................................................................................ 13
    7. Draw Cuts.............................................................................................................................. 13
    8. Undetermined Winner ............................................................................................................ 14
    9. Missiles ................................................................................................................................. 14

II.        COMBAT TYPES, LEVELS & STYLES .......................................................... 15
   A. TYPES OF ARMED COMBAT.............................................................................................. 15
      1.     Shinai ................................................................................................................................................. 15
      2.     Rapier / Cut-and-Thrust ...................................................................................................................... 15
      3.     Armored............................................................................................................................................. 15
   B. LEVELS OF TOURNAMENT COMBAT ............................................................................. 15
      2.     Knight................................................................................................................................................. 15
   C. STYLES OF COMBAT ........................................................................................................... 16
      1.     Shinai Styles ....................................................................................................................................... 16
      2.     Rapier and Cut-and-Thrust Styles........................................................................................................ 16
      3.     Armored Styles ................................................................................................................................... 16
   D. COMBAT ARCHERY ............................................................................................................ 16

III. ARMOR AND WEAPON STANDARDS ........................................................... 17
   A. ARMOR: GENERAL REQUIREMENTS (ALL TYPES) .................................................... 17
     1. Equivalents ............................................................................................................................ 17
     2. Personal Protection ................................................................................................................ 17
     3. Approved Armor and Weapons .............................................................................................. 17
     4. Bare Skin ............................................................................................................................... 17
     5. Shoes ..................................................................................................................................... 17
     6. Head and Neck ...................................................................................................................... 18
   B. ARMOR: SHINAI COMBAT ................................................................................................. 18
     1. Head ...................................................................................................................................... 18
     2. Neck ...................................................................................................................................... 18
     3. Body ...................................................................................................................................... 18
     4. Arms and Legs ....................................................................................................................... 18
     5. Hands .................................................................................................................................... 18
   C. ARMOR: RAPIER COMBAT ................................................................................................ 18
     1. Head ...................................................................................................................................... 18
     2. Neck ...................................................................................................................................... 18
     3. Body ...................................................................................................................................... 19
     4. Arms and Legs ....................................................................................................................... 19
     5. Hands .................................................................................................................................... 19

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  D. ARMOR: CUT-AND-THRUST COMBAT ............................................................................ 19
    1. Head ...................................................................................................................................... 19
    2. Neck ...................................................................................................................................... 19
    3. Shoulders ............................................................................................................................... 19
    4. Body ...................................................................................................................................... 20
    5. Arms and Legs ....................................................................................................................... 20
    6. Hands .................................................................................................................................... 20
   E. ARMOR: ARMORED COMBAT .......................................................................................... 20
     1. Head ...................................................................................................................................... 20
     2. Neck ...................................................................................................................................... 20
     3. Shoulders ............................................................................................................................... 21
     4. Body ...................................................................................................................................... 21
     5. Arms and Legs ....................................................................................................................... 21
     6. Hands .................................................................................................................................... 22
   F. WEAPONS: SHINAI COMBAT ............................................................................................ 22
     1. Shinai .................................................................................................................................... 22
     2. Shinai Pole Arms ................................................................................................................... 22
     3. Cross-Guards ......................................................................................................................... 22
     4. Thrusting Weapons ................................................................................................................ 22
   G. WEAPONS: RAPIER AND CUT-AND-THRUST COMBAT .............................................. 23
     1. Rapier Blades ........................................................................................................................ 23
     2. Cut-and-Thrust Blades ........................................................................................................... 23
     3. Points..................................................................................................................................... 23
     4. Dagger Blades ....................................................................................................................... 23
     5. Pole Arms .............................................................................................................................. 23
   H. WEAPONS: ARMORED COMBAT ...................................................................................... 24
     1. Swords and Daggers .............................................................................................................. 24
     2. Other Single-Handed Weapons .............................................................................................. 24
     3. Pole Arms and Jousting Weapons .......................................................................................... 24
   I.        SHIELDS ................................................................................................................................. 24
        1.     Maximum Shield Sizes .......................................................................................................... 25
        2.     Shield Construction a. Paint ................................................................................................... 25
        3.     Pavise .................................................................................................................................... 26
        4.     Manlet ................................................................................................................................... 27

IV. BANNED WEAPONS LIST ................................................................................ 28
   A. FLAILS (INCLUDING MORNING STARS) ........................................................................ 28
   B. BUTT-MAULS ON POLE ARMS .......................................................................................... 28
   C. QUARTERSTAFF ................................................................................................................... 28
   D. WRIST-IMMOBILIZING WEAPONS .................................................................................. 28

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APPENDIX A: MINISTERS ..................................................................................... 29

APPENDIX B: BLADE FLEXIBILITY AND BLUNTING .................................... 29
  A. TESTING FLEXIBILITY ....................................................................................................... 29
  B. BLUNTING.............................................................................................................................. 29

APPENDIX C: TABLE OF EQUIVANCE............................................................... 29

GLOSSARY                    ........................................................................................................... 30

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I.     GENERAL RULES AND REQUIREMENTS
     A. HEALTH
         Combat within the Adrian Empire is a martial art. Anyone wishing to participate should be in
         sound physical condition. It is strongly recommended that each person has a medical
         check prior to engaging in the combatant arts. This is solely at the option of each person -
         under no circumstances will the Empire or any of its members be responsible for the
         consequences to any person’s health who chooses to participate in the combatant arts.
         A pregnant woman IS NOT allowed into combat regardless of her stage of pregnancy.

     B. INHERENT DANGERS
         All combatants shall acknowledge that there are dangers inherent in combat as practiced in the
         Empire. Combatants shall assume unto themselves all risk and liability for injuries sustained by
         such combat. All combatants must sign a waiver of liability at the beginning of each event
         prior to participating in combat.

     C. PROOF OF QUALIFICATION
         It is the responsibility of the combatant to provide proof of qualification (i.e. combat card) in
         the combat type and weapons form in which the combatant wishes to engage.

     D. MINIMUM AGES
         All combatants under the age of 18 must have written parental/guardian approval. The
         minimum age requirements for combat participation in Adrian tournaments, wars or
         demonstrations are:
         1. Shinai:                                 12 years of age
         2. Rapier:                                 14 years of age
         3. Cut-and-thrust:                         16 years of age
         4. Armored:                                16 years of age
         5. Combat archery, shinai:                 12 years of age
         6. Combat archery, rapier:                 14 years of age
         7. Combat archery, cut-and-thrust:         16 years of age
         8. Combat archery, armored:                16 years of age

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    E. GENERAL RULES OF COMBAT
         1.   Safety
              All combatants shall conduct themselves in a safe and courteous manner at all times.
              Acting in a manner unsafe to themselves or others, loss of temper and use of vulgarity are
              causes for dismissal from the field by the Crown Marshal, marshal or Minister of Joust &
              War.
         2.   Marshals Must Be Present
              Combat shall not take place at an official event without at least two qualified marshals
              present. Combat and warm-up must take place in a designated area, which is either
              supervised by a marshal or Knight Combatant. Those warming up should always be
              mindful of bystanders.
         3.   Entering the List Field
              A combatant may not enter the field of combat without:
              a. Having signed a liability waiver at the event in which participation will take place
              b. Having proof of qualification (combat card issued by an authorized marshal
                  which must be presented to the list-keeper when the combatant signs in)
              c. Meeting minimum armor requirements
              d. Taking the sword oath
         4.   Lay-On
              The command of "Lay-on" is the signal to commence combat.
         5.   Hold
              The command of "Hold" stops all combat instantly. A scoring blow that was started
              before the Hold is considered valid. During a Hold, combatants may not discuss strategy.
              Live combatants may not move about on the field. Dead combatants may leave the field.
              The combatants, field marshals or Crown may call a Hold for any reason. Spectators may
              call Hold only for:
              a. An unsafe situation pertaining to bystanders
              b. Armor or weapon failure
         6.   Spectators Calling Blows
              Spectators may NOT call out blows received by a combatant during combat. If a spectator
              feels the need to discuss the combat with the marshal, that may be done after the
              completion of the combat.
         7.   No Combatant May Ever.
              a. Thrust with weapons not meeting the required standards for thrusting
              b. Purposefully strike the hand at the break of the wrist or below unless the opponent is
                  using the hand defensively (e.g. using it to block a blow) or offensively (e.g.
                  attempting to grab the opponent or his equipment)
              c. Purposefully strike the leg at the knee or below
              d. Kick an opponent or his equipment
              e. Strike at an opponent that he cannot clearly see. Swing blindly or flail while falling;
                  these are unsafe behaviors that will cause the combatant to be warned or dismissed as
                  the marshal sees fit.

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       8. Combatants on the Ground
            A combatant may not strike an opponent who has fallen (torso on the ground). In a war, a
            combatant has the option of demanding his opponent’s surrender, calling their opponent
            dead at weapon-point by declaring: “Dead on the ground”, or allowing his opponent to
            regain his knees or feet. In a tournament, a hold shall be called and the opponent must
            allow the fallen combatant to regain his feet or knees, as appropriate, prior to continuing
            combat. Likewise, a combatant who has fallen may not attack from a prone position.
         9.   Decisions of the Marshals
              All combatants shall submit to the decisions of the Marshal of the Field (see Marshals
              Manual) but may appeal to the presiding noble, whose decision is final. A local sovereign
              may not overrule the decision of an Imperial Combat Minister (being the Imperial
              Minister of Combat, Imperial Minister of Joust and War, or Imperial Crown Marshal),
              their deputies, or the rules set forth by the Combat Manual. The Imperial Minister of
              Combat (in conjunction with the Imperial Minister of Joust and War) has the final
              decision on issues pertaining to the Combat Manual or the Marshals Manual, subject to the
              approval of the Imperial Throne. Officers in the chain of command (from lowest to
              highest):
              a. Marshal
              b. Crown Marshal
              c. Minister of Joust and War
              d. Local Sovereign
              e. Deputy Imperial Combat Minister
              f. Imperial Crown Marshal
              g. Imperial Minister of Combat or Imperial Minister of Joust and War
              h. Imperial Sovereign
              An officer shall not rule on any dispute arising from a specific combat in which that
              officer was a combatant. The officer shall defer to the field ruling or appeal to the next
              higher officer.
         10. Force of blows
             A combatant may not deliver a blow of greater force than that necessary to insure that it is
             felt by his opponent.
             a. It is presumed that every combatant is capable of delivering an armor-piercing blow.
                   The safety of the populace shall not be risked in demonstration of this.
             b. The marshal shall issue two warnings for excessive force or unsafe behavior. On the
                   third infraction, the marshal will dismiss the combatant. Any combatant committing
                   a third infraction (at the same event) shall be ejected from the event. Any combatant
                   being expelled from two consecutive events for excessive force or unsafe behavior
                   may be banned from combat within the Empire for three months, and his combat card
                   shall be taken away for that duration of time.
                   (See Imperial Estates Writ 19)
             c. Blows intended to strike the shield or weapon shall be delivered with no greater force
                   than those delivered to a combatant’s body.
             d. A blow that is intended for the body that is actively blocked may land with greater
                   force than would be delivered to the body without being considered excessive.
                   Combatants who intentionally do excessive damage to the equipment of his
                   opponents can be subject to the guidelines for use of excessive force.
                   See Section I.E.8.

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            e. Though blows need not be hard to be considered “good”, in armored combat a slash
               would have to be delivered deliberately to have caused injury to the opponent (e.g.
               the combatant’s arm is already extended prior to moving the sword to contact the
               opponent. This type of blow could not be thrown with sufficient force to disable the
               opponent; therefore, it would not be considered a good blow).
         11. Non-target areas
             A combatant deliberately targeting non-target areas of an opponent’s body will be warned
             two times. On the third infraction, the combatant can be subject to the guidelines for use
             of excessive force. See Section I.E.8.
         12. Acknowledgement of Blows
             All combatants are on their honor to verbally or visibly acknowledge all blows fairly
             received.
         13. Shield Use
             Punch-blocking: The act of extending the shield to meet an opponent’s weapon is
                             allowed.
             Shield-hooking: The act of catching the edge of an opponent’s weapon or shield with
                             your shield to move it out of position is also allowed.
             Shield edge:    Striking an opponent’s body with the edge of a shield is not allowed.
         14. Fighting when “wounded”
             Combatants are assumed to be of heroic stature and can continue fighting when
             “wounded”. A combatant who receives a blow to the:
             a. Arm: that arm becomes unusable and must be held behind the back for the remainder
                 of the round.
             b. Leg or hip: the combatant must fight from his knees. Combatants who fight from their
                 knees may rise up from a sitting position. A combatant having one "uninjured" leg
                 may move about or pivot so long as the knee of the wounded leg remains in contact
                 with the ground. A combatant who has received wounds to both legs may not move or
                 pivot on the ground. He may move himself by using his hands or weapons. A
                 combatant with one or both wounded legs may be helped around or off the field by
                 another combatant. The assisting combatant and the wounded combatant put a hand
                 on each other’s shoulder and both may walk to another location. Once at the new
                 location, the wounded combatant goes back to his knees as before.
             There is no hopping around on one leg.
         15. Conduct of Combatants
             Marshals may prohibit unsafe weapons or conduct from a combatant on the field.
             Marshals may prohibit unrealistic weapons or conduct as well.

    F. SINGLE-COMBAT LIST RULES
         1.   Unsafe Weapons
              A combatant may decline any challenge or the use of a particular weapon by his opponent,
              should the combatant deem the weapon unusually dangerous or unsafe. If the weapon is
              found to be unsafe by the marshal or local sovereign, or does not conform to the weapon
              standards set herein, then the weapon shall be removed from the field and the combat may
              commence with a different choice of weapons. If the weapon is found to be safe and
              within Adrian specifications, the combat shall continue. If the combatant so chooses, he
              may forfeit the match rather than fight against that combatant or weapon.
         2.   Shield use
              See also Section I.E.13 General Rules, Shield Use.

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            Sergeants’ list: Combatants may only use shields for defensive purposes and may not
                             rush, smash, or intentionally strike their opponents body with it.
            Knights’ list: Combatants may use shields aggressively (“shield-bashing”), rushing or
                             intentionally striking their opponent only with the flat of the shield. Both
                             combatants must be on the Knights’ list and agree to do so prior to combat
                             within the constraints of Article I.E.10. for excessive force.
         3.   Knightly Combat
              If Knights’ list combatants desire to conduct knightly combat (i.e. shield bashing,
              grappling, etc.), they shall notify the marshals prior to the start of combat. The marshals
              shall make sure both combatants have agreed to knightly combat. Knightly combat is not
              permitted with any combatant less than 18 years of age. Grappling is allowed and
              includes grabbing an opponent’s shield, arms, legs, torso, but not the helm. This is to
              avoid the possibility of having the helm accidentally removed or cause a neck injury. An
              opponent’s weapon may be grasped by the hilt or haft, but never the blade.
         4.   Calling Blows
              Sergeants’ List: Determination of good blows should be made by the combatant receiving
                               the blow. These determinations shall be augmented by the judgment of
                               the marshal. A marshal may stop combat at any time to explain to the
                               combatants what mistakes they are making as pertains to the rules of the
                               lists.
              Knights’ List: Determination of good blows should be made by the combatant receiving
                               the blow.
              Marshals:        The marshal shall disallow any blow they determine to be delivered with
                               excessive force, land with the flat of the blade or the haft of the weapon.
                                      If the marshal determines that either combatant is blatantly ignoring
                                      blows, the marshal shall first call a Hold and discuss any incidents
                                      with the combatant. If blows continue to be ignored, the marshal
                                      may step in and call blows for the combatant.
                                      See Imperial Estates Writ 19 for required conduct for marshals.
                                      A combatant has the right to ask the field marshals for a judgment of
                                      a particular blow, given or received.
                                      The decision of the marshal is final.
         5.   Backing into a boundary
              A combatant may not back up into the boundaries of the list field to escape attack. The
              combatant shall have two warnings for backing into the boundary. On the third infraction,
              the combatant will be called dead for that point.
         6.   Circling a legged opponent
              A combatant on his feet may not circle around outside the weapons range of a "legged"
              opponent to gain an advantage. They must engage them from the front.

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    G. MELEE AND WAR COMBAT RULES
         1.   Death from behind
              A combatant may not strike an opponent from behind.
              a. Behind includes to the side of the opponent such that the opponent has no knowledge
                  that the attacker is there.
              b. The proper method for killing from behind is for the combatant to lay the flat or haft
                  of a singlehanded weapon in front of his opponents face, within his range of vision
                  and call out "Dead from behind". With a pole weapon, the combatant must place the
                  shaft such that the head or point of the pole weapon is within his range of vision, and
                  call out "Dead from behind". All three words must be uttered for this to be valid.
                  This gives the combatant time to acknowledge being killed and imposes a reasonable
                  amount of time it would take to really kill a person. Yelling "Dead!" is not sufficient.
              c. Once a combatant is killed from behind, they may not cry out with the intent of
                  informing the rest of the army of the enemy’s presence.
         2.   Rules of engagement
              a. If a combatant is in a line of combatants facing another line of combatants, he is
                  engaged with all combatants in the opposing line. Therefore, anyone can attack
                  anyone in the other line even if they are not looking in the attackers' direction.
              b. If a combatant engages another combatant, those two combatants remain engaged
                  until they are no longer within weapons reach of each other. Therefore, a combatant
                  cannot engage someone, then turn their back and not expect to be hit. If a combatant
                  manages to run, back to his opponent, out of weapons reach, the normal rules for
                  killing from behind come into effect if the attacker then catches up with the fleeing
                  combatant.
              c. Combatants engaged in a discussion or taking instruction from a marshal during the
                  battle should not be forced to accept blows received while distracted by the marshal.
                  So if the combatant you are talking to gets struck, allow him to continue fighting and
                  explain why to his attacker if necessary.
         3.   Combatants on the Ground
              See also Section I.E.8 General Rules, Combatants on the Ground.
              A combatant may be called “dead on the ground” if they are not being defended by
              another combatant capable of reaching the combatant attempting to kill the man on the
              ground. A combatant on the ground may not attack from a prone position.
         4.   People allowed on the Field
              Only the combatants, marshals, water bearers, physickers, and unarmored squires are
              allowed on the field of combat during a Hold. Only the combatants and marshals are
              allowed on the field of combat after a Lay-on is called.
         5.   Marshals
              Marshals have the right to judge blows to any combatant, calling them dead or wounded
              as appropriate.
         6.   Archers
              a. Archers may only be struck with missile weapons. This is to avoid damage to the bow
                  or the bowstring that could cause the bow to snap or spring unexpectedly.
              b. Archers can be called dead if they are within the attacker’s weapons reach and not
                  being actively defended by a non-archer. Actively defended means that if the attacker
                  rushes the archer, the defender can react in time to prevent the attacker from striking
                  the archer.
              c. Archers may not use their arrows as single-handed weapons.

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        7. Missile Weapons
            a. Any combatant actively blocking a small missile with a weapon will be assumed to
               have been hit and shall be called dead.
            b. Arrows and other small missiles, such as javelins and throwing axes, are assumed to
               be moving too fast to be blocked by hand-held weapons.
            c. Small missiles can be blocked with shields. If a small missile inadvertently strikes a
               weapon, that missile is assumed to have missed. It does not destroy the weapon.
            d. Once an arrow or other small missile has made contact with anything (e.g. weapon,
               shield, body), it is spent and may not cause further damage.
            e. The golf-tube missile is considered a javelin and may be thrown during melees.
            f. Missiles are considered dead after first use.
            g. Dead missiles may be gleaned from the combat field for re-use during melee if the
               scenario is expressly written to allow it.
         8.   Large Missiles
              a. Simulated rocks, and ballista bolts are approved large missiles. These large missiles
                  must be constructed in strict accordance with published guidelines and be inspected
                  and approved by field marshals prior to each use. Construction of rocks and ballista
                  bolts is described in the Missile Construction Manual.
              b. All blows delivered by large missiles are considered unobstructed until the missile is
                  spent.
              c. Ballista bolts cannot be blocked with shields and are considered spent only after they
                  stop moving, or hit the ground or a fixed obstacle (e.g. tree, hay bale, etc.).
              d. All blows delivered by the head of a ballista bolt (even deflected ones) are considered
                  unobstructed until the bolt is spent.
              e. "Rocks" cannot be blocked with shields. Any combatant hit by a rock on any part of
                  the body or shield is considered killed. All blows delivered by a rock (even deflected
                  ones) are considered lethal until the rock stops moving.
              f. If a rock inadvertently hits a weapon, that weapon is considered destroyed and must
                  be taken off the field.

    H. SCORING
         A scoring blow is any unobstructed blow (unblocked by a
         weapon, shield, etc.), which lands on a valid target area with
         the killing surface of the weapon.
         1.   Types of Scoring Blows
              Scoring blows are considered to be of two types:
              a. Lethal: Head, neck, or torso from the point of the
                  shoulder inward, above the hip and downward into
                  the groin area.
              b. Disabling: Arms from the point of the shoulder to
                  (but not including) the wrist (where the hand bends),
                  legs from the hips to (but not including) the knees. If
                  struck on a hand or wrist that is not being used to
                  hold a weapon or shield (or in the case of Rapier, a
                  mailed glove), the whole arm is lost.
              Although the legal targets are listed here, it does not
              exclude the limiting of targets for a particular tournament
              or scenario. For example, if a particular tournament calls for ‘killing blows only’ or ‘head
              shots only,’ it would be allowed. Targets can be restricted so long as they do not conflict
              with the safety goals of this manual.
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        2. Types of Kills
            There are three types of "kills":
            a. Lethal blow
            b. Disarmament: A combatant with both arms disabled is considered killed. In the case
                                 of one combatant being disarmed and the other combatant killed, the
                                 disarmed combatant is considered the winner.
            c. Double kill:      Both combatants score lethal blows or disarmament simultaneously.
                                 Simultaneous is defined as having both blows already started by the
                                 time the first blow lands and landing within ¼ second. This is
                                 considered a draw and the bout shall be fought until one or the other
                                 combatant wins. No losses will be assigned for a double kill unless
                                 specifically stated as being the case for that tournament.
         3.   Blocked Blows
              a. A weapon that has been blocked cannot cause injury to an opponent unless it changes
                  direction prior to coming into contact with the opponent. For example, if a combatant
                  throws a sword blow that is sword-blocked by his opponent and the combatant then
                  pushes through the block to hit the opponent, the blow is not considered good since
                  the initial force of the blow was removed when the sword block was made. However,
                  if the combatant disengages the sword block and changes the angle of attack, the
                  resulting unobstructed blow would be considered valid.
              b. A weapon is sufficiently blocked when a block has noticeably decreased its
                  momentum. A deflected blow may still be considered good if the deflection did not
                  noticeably reduce its momentum.
         4.   Pommel Strikes
              Pommel strikes (in armored combat) are not considered lethal unless both combatants
              agree to make it so.
         5.   Thrusting
              a. Thrusts with legal thrusting weapons are always considered unobstructed. When
                  parried, these weapons automatically change lines (or direction) making a new point
                  of first contact even if the parrying device is still in contact with another part of the
                  weapon.
              b. The technique of pool-queuing (thrusting where the back hand is gripping the pole
                  and the forward hand is allowing the pole to slide through the hand) is allowed in
                  armored combat as long as the forward hand does not lose control of the pole.
         6.   Pole Weapons
              a. A combatant may not aim the pole weapon at an opponent, and then let go of the pole
                  with the forward hand while thrusting or slashing.
              b. Shinai pole weapons are non-thrusting weapons and must be gripped firmly with both
                  hands when striking.
         7.   Draw Cuts
              a. Draw-cutting is defined as the practice of placing a blade on an opponent (usually
                  after missing a thrust or having a weapon blocked) and drawing the blade back to cut
                  an opponent.
              b. Draw-cuts are only allowed in Shinai, Rapier, and Cut-and-Thrust types of combat
              c. Armored combatants are assumed to be wearing sufficient armor to render this
                  technique ineffective.

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IEW #17 – Combat Manual                                                                   Page 14 of 34
        8. Undetermined Winner
            If a situation occurs where neither the combatants nor the marshals can make a clear
            determination of a winner, step back and start over. "When in doubt, fight it out."
         9.   Missiles
              Combat arrows and other small missiles may only cause injury if they strike the opponent
              with the head end first and cause the same wounds as would a sword.

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IEW #17 – Combat Manual                                                                   Page 15 of 34
II. COMBAT TYPES, LEVELS & STYLES
    A. TYPES OF ARMED COMBAT
         There are three types of armed combat within the Adrian Empire:
         1.   Shinai
              Shinai combat is the introductory combat type for the Adrian Empire. All combatants
              with little or no weapons combat experience begin with shinai and will eventually move
              on to Rapier, Cut-and-Thrust, or Armored combat. Shinai combat is slash-only. There are
              no weapons approved for thrusting for this type of combat.
         2.   Rapier / Cut-and-Thrust
              This includes Rapier, and Cut & Thrust (C&T) types of combat. Rapier and C&T are their
              own styles of combat. Rapier combat is intended to depict late renaissance swordplay
              involving both thrusting and slashing. C&T combat is intended to depict early to middle
              renaissance swordplay that employs heavier swords and more armor. This allows more
              aggressive techniques to be used. Neither Rapier nor C&T are to be fought with as if they
              were a shinai or Armored combat type. C&T-type combat is:
               i. Considered a Knightly combat form
               ii. May only be used in a one-on-one type list (including champion battles at wars)
               iii. May not be used against Rapier Combat weapons (in melee or anywhere else)
         3.   Armored
              Armored combat is fought with all manner of rebated metal weapons that existed within
              our time period and geographic boundaries with the exception of those weapons listed in
              the Banned Weapons List section. Armored combat is considered a Knightly combat form
              and all Armored combatants have achieved the rank of Sergeant or higher.

    B. LEVELS OF TOURNAMENT COMBAT
         There are two levels of tournament combat within the Adrian Empire. Prior to participating in
         combat, a combatant must meet the requirements described in the Adrian Bylaws and pass the
         qualification test described in the Marshals Manual. The two levels of combat are:
         1.   Sergeant
              The sergeants’ level consists of combat with shinai weapons, shinai polearms and rapier
              bladed rapier weapons respectively. This level of combat is open to Yeomen and
              Guardsmen level combatants.
         2.   Knight
              The knights’ level consists of combat with Rapier and Cut-and-Thrust combat type
              weapons and various Armored combat type weapons. This level of combat is open to
              sergeant- and knight-level combatants. A combatant who has attained the rank of
              Sergeant or higher may no longer participate in the Sergeant level of combat with the
              exception of shinai and Rapier battles at wars.

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IEW #17 – Combat Manual                                                                   Page 16 of 34
    C. STYLES OF COMBAT
         Each combat type has styles that may be used for participation in any combat event. Each
         combatant should seek training in a style prior to using it in combat. Some weapon styles
         require a separate qualification. (See Imperial Estates Writ 19)
         1.   Shinai Styles
              a. Single sword (a single sword used with either hand or both)
              b. Sword and shield (a single sword used in conjunction with a shield)
              c. Double weapon (two swords used simultaneously)
              d. Pole arm
         2.   Rapier and Cut-and-Thrust Styles
              The Rapier and Cut-and-Thrust styles may be used in both sergeants’ and knights’ lists:
              a. Single rapier (a single rapier used with either hand)
              b. Rapier & defensive secondary (a single rapier being used in conjunction with a cloak,
                  mailed gauntlet, etc.)
              c. Rapier & poniard (a single rapier used with a parrying dagger)
              d. Case of rapiers (two rapiers used simultaneously)
              e. Sword and shield (a single rapier used in conjunction with a buckler)
         3.   Armored Styles
              a. Single weapon
              b. Single weapon and shield (a single weapon used in conjunction with a shield)
              c. Double weapon (any combination of two weapons used simultaneously)
              d. Pole arm

    D. COMBAT ARCHERY
         Combat archery is identical for all types of combat.

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IEW #17 – Combat Manual                                                                       Page 17 of 34
III. ARMOR AND WEAPON STANDARDS
    To promote and enhance the safety and authenticity on the field, all armor shall be made to appear
    as realistic or authentic as reasonably possible. Blatantly mundane articles, such as tennis shoes,
    blue jeans, plastics, aluminum, modern sports and military gear, shall be covered up or disguised in
    some fashion. The marshals have the authority to disallow any item of armor or weaponry they
    deem to be unsafe or glaringly unauthentic looking.
    The following are the parameters for the minimum armor requirements for each form of armed
    combat. This is intended to be the basic rules for maintaining the minimum safety standards.
    Materials or armor exceeding the minimum requirements is completely acceptable.
    Improvements in materials and construction techniques are inevitable, therefore, any deviation from
    the stated standards for armor or weapons may be allowed on a case-by-case basis by the Local
    Crown or Minister of Joust & War or above. This allowance can stand until it is determined that
    that material or technique is specified as acceptable or unacceptable to the Adrian Empire and
    incorporated in this set of rules.

    A. ARMOR: GENERAL REQUIREMENTS (ALL TYPES)
         1.   Equivalents
              Equivalents to stated materials other than those mentioned must be approved by the
              Crown Marshal or higher officer prior to their first use on the field. When considering
              equivalents, the marshal may also consider multiple layers of or a combination of
              materials to satisfy the required standard. For example, a coat of plates that have too large
              a gap between the plates, or a too-light chain hauberk will not pass on their own. But
              when combined, may provide sufficient protection to satisfy the body armor requirement
              for Armored combat. If “or equivalent” is not stated for that item, then none are allowed.
              See Appendix C for the list of equivalents.
         2.   Personal Protection
              Men are required to wear a rigid athletic cup (or equivalent).
              Women are highly encouraged to wear some form of semi-rigid breast protection that
              completely covers the breasts. High-impact breast protectors sold by fencing suppliers are
              recommended.
         3.   Approved Armor and Weapons
              Armor or weapons that do not meet the approval of the Minister of Joust & War or the
              marshals shall not be allowed on the field. Consult with the local Crown Marshal or
              Minister of Joust and War before constructing or purchasing armor or weapons to be use
              in combat if you are unsure of their suitability. It is the responsibility of the marshal to
              ensure that the armor meets the minimum safety requirements set forth in this manual. It
              is the responsibility of the combatant to ensure that his armor is in good repair and safe for
              use on the field. If the Minister of Joust & War or a marshal deems a weapon or piece of
              armor unsafe, then the marshal has the right to not allow its use - even if it meets the
              minimum requirements.
         4.   Bare Skin
              There shall be no large areas of bare skin allowed on any combatant in any combat form.
              All combatants shall adhere to (or exceed) minimum armor standards.
         5.   Shoes
              Combatants are required to wear some form of enclosed toe and heel shoes of a heavy
              material, leather or equivalent. Some form of rigid ankle support is recommended.

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IEW #17 – Combat Manual                                                                     Page 18 of 34
        6. Head and Neck
            The intent of head and neck armor is to protect the neck and face from both thrusts and
            slashes. It will be the responsibility of the inspecting marshal to determine if the head and
            neck protection function properly together.

    B. ARMOR: SHINAI COMBAT
         1.   Head
              a. Fencing mask, hockey helm or similar. Some fencing masks do not offer adequate
                  throat protection. In this case, additional protection must be added. Masks with small
                  snap-in bibs are not sufficient and require neck protection as well.
              b. No opening shall be large enough to allow the end of a shinai to enter through the
                  front.
              c. The back of the head must be covered with 1/4 inch of padded material or equivalent.
                  Rigid protection is recommended.
         2.   Neck
              a. A gorget of heavy or rigid material shall be used. Light leather or medium weight
                  fabric, with rigid plates attached is also sufficient (See Gorget in the Glossary).
              b. A dog-collar style gorget alone is not sufficient.
         3.   Body
              a. A minimum of one layer 6 oz. fabric, about the thickness of heavy t-shirt material
                 (See Gambeson in the Glossary)
              b. Kidney protection is recommended, but not required for combatants 18 years of age
                 and older. Rigid kidney protection is required for combatants under the age of 18
                 years.
         4.   Arms and Legs
              a. A minimum of one layer 6 oz. fabric, about the thickness of heavy t-shirt material.
              b. removed.
              c. Elbows pads and kneepads are recommended, but not required.
         5.   Hands
              Leather gloves or similar.

    C. ARMOR: RAPIER COMBAT
         1.   Head
              a. A three-weapons fencing mask or a fully enclosed helm with fencing mask type
                  mesh. Some fencing masks do not offer adequate throat protection. In this case,
                  additional protection must be added. Masks with snap-in bibs are not sufficient and
                  require neck protection as well.
              b. The back of the head must be covered with 1/4 inch of padded material or equivalent.
                  Rigid protection is recommended.
              c. The openings on the visor shall not be wider than 1/8 inch in any direction.
              d. Metal helms require a minimum of 1/4 inch of padding and chinstraps.
              e. 18-gauge lobster tail helms are recommended, but not required.
         2.   Neck
              a. A gorget of heavy or rigid material shall be used. Light leather or medium weight
                  fabric with rigid plates attached is also sufficient (See Gorget in the Glossary).
              b. A dog-collar style gorget alone is not sufficient.

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IEW #17 – Combat Manual                                                                Page 19 of 34
        3. Body
            a. A minimum of 1/4 inch thick quilted gambeson, lined medium weight canvas or
               denim, or leather buff coat is required.
            b. Kidney protection is recommended, but not required for combatants 18 years of age
               and older. Rigid kidney protection is required for combatants under the age of 18
               years.
         4.   Arms and Legs
              a. Elbow pads are required. Padded sleeves on gambesons as an alternative to elbow
                 pads are not sufficient.
              b. Arms are to be covered by at least one layer of sweatshirt material or equivalent.
              c. Kneepads are recommended, but not required.
              d. Semi-rigid shin and forearm protection is highly recommended.
         5.   Hands
              Medium weight leather gloves or similar

    D. ARMOR: CUT-AND-THRUST COMBAT
         All references to “steel” indicate mild steel unless otherwise stated.
         1.   Head
              a. A fully enclosed padded metal helm of no less than 16-gauge steel or equivalent. A
                  three-weapons mask is not allowed in this type of combat.
              b. Heavy mesh or perforated metal front of no less than 16-gauge steel or equivalent.
              c. Helms must have a chainmail camail, be worn with a chainmail coif, or include a
                  bevor that protects the underside of the chin. A gorget must be worn with these
                  helms.
              d. The openings in the visor shall not be wider than 1/4 inch in any direction.
              e. Padding and chinstraps are required.
              f. Equivalents:
                  •    18-gauge stainless steel
                  •    18-gauge reinforced mild steel
                  (reinforcement includes overlapping plates, fluting and compound welded seams)
         2.   Neck
              a. A gorget of heavy or rigid material shall be used. Light leather or medium weight
                  fabric with rigid plates attached is also sufficient (See Gorget in the Glossary).
              b. A dog-collar style gorget alone is not sufficient.
         3.   Shoulders
              a. 10 oz. leather or other rigid material covering the point of the shoulder is required.
                  Metal cops or spaulders are recommended.
              b. Lined medium weight canvas or denim under shoulder armor, if not already supplied
                  by a gambeson.

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IEW #17 – Combat Manual                                                                 Page 20 of 34
        4. Body
            The body must be protected by any one, or a combination of, the following:
            a. Buff Coat
                i. A lined medium weight canvas or denim with a 5 oz. leather buff coat, or
                    equivalent, is required. The body protection must include coverage of the
                    buttocks and groin area.
                ii. Extra padding or rigid protection over the kidney area is required.
            b. Brigandine or Wisby Coat
                i. A lined medium weight canvas or denim with a coat of plates of rigid material,
                    mounted to leather or heavy canvas, with no gap greater than 1/2 inch. The body
                    protection must include coverage of the buttocks and groin area.
                ii. Any overlap at the sides should be the front over the back.
         5.   Arms and Legs
              a. Rigid elbow protection and padding are required.
              b. 10 oz. leather or rigid material on the forearms is required.
              c. 1/4 inch quilted padding or semi-rigid material covering the upper legs is required.
              d. Rigid knee protection and padding are required.
              e. Rigid shin protection is highly recommended.
         6.   Hands
              a. Heavy leather gloves that extend past the wrist or similar protected by a swept hilt
                 that covers the fingers and back of the hand.
              b. Rigid protection for the hand and fingers is required if not sufficiently protected by
                 the sword guard and hilt. An authorized marshal will determine if the combination of
                 hand protection and sword hilt is sufficient.
              c. Demi-gauntlets of heavy leather or 18-gauge steel is highly recommended

    E. ARMOR: ARMORED COMBAT
         1.   Head
              a. A fully enclosed helm of no less than 14-gauge steel
              b. A full faceplate of 14-guage steel or 16-gauge reinforced steel
              c. All seams must be welded or riveted together.
              d. 1/4 inch of closed-cell foam or equivalent padding is required inside the helm.
              e. A chinstrap that prevents the helm from contacting the face (when pressure is applied
                  to the grill) is required.
              f. The openings on the visor shall not be wider than 3/4 inch in any direction.
         2.   Neck
              a. If the helm does not feature a built in gorget or camail of at least 16-gauge steel, then
                  a separate gorget of leather reinforced with no less than 16-gauge steel or steel
                  equivalent covering the clavicle is required.
              b. The combination of head and neck armor must not allow the neck to be exposed to a
                  slash when tilting the head.

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IEW #17 – Combat Manual                                                                   Page 21 of 34
        3. Shoulders
            a. Spaulders of at least 16-gauge steel or equivalent. If a chain hauberk with sleeves is
               worn, a rigid material cop covering the point of the shoulder is sufficient.
            b. A minimum of 1/4 inch of padding underneath if not already provided by the
               gambeson.
            c. The shoulders and shoulder blades must be completely covered if not already covered
               by the body armor.
         4.   Body
              The body must be protected by any one, or a combination of, the following:
              a. Chain Hauberk or Shirt
                  i. Chain hauberk or shirt of at least 16-gauge steel with a maximum inside ring
                       diameter of 5/16 inch
                  ii. For 14-gauge steel a maximum inside ring diameter is 1/2 inch
                  iii. For 12-gauge steel or larger a maximum inside ring diameter is 7/8 inch
                  iv. Padding beneath the chainmail must be at least 1/4 inch.
                  v. Rigid protection over the kidney area is required.
                  vi. Aluminum mail is not considered equivalent to steel of similar dimensions.
                       Because of the low mass of aluminum, it serves as negligible protection against
                       Adrian weapons.
              b. Brigandine or Wisby Coat
                  i. Coat of plates of 16-gauge steel or equivalent, mounted to leather or heavy
                       canvas, with no gap greater than 1/2 inch
                  ii. Any overlap at the sides should be the front over the back.
              c. Rigid Boiled Leather
                  i. This type of armor must cover the torso including the groin and tops of the
                       shoulders.
                  ii. Armor may be segmented to allow movement as long as no gaps occur when
                       bending.
              d. Breast and Back Plate
                  i. Breast and back plate of at least 16-gauge mild steel or equivalent that overlap at
                       the sides.
                  ii. The breast plate must provide complete coverage of the entire stomach and chest.
                  iii. The back plate must completely cover the spinal cord and underlap or overlap
                       the gorget by at least 1/2 inch at all times.
         5.   Arms and Legs
              a. Elbows and knees must be covered by steel cops of at least 16-gauge mild steel, 18-
                 gauge stainless or 18-gauge tempered spring steel. The Cops further are to have
                 either a wing protecting the inside of the elbow or a combination of thick padding and
                 maille performing the same function. (Chancery Note: This allows renaissance style
                 cops that wrap around providing adequate protection.)
              b. Articulations can be other rigid material.
              c. Upper and lower arm and upper leg must be covered with chainmail, or rigid material.
              d. Semi-rigid shin protection is required (soccer shin guards are sufficient). Rigid shin
                 protection is highly recommended.

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